Unity’s Cinemachine: Creating an Interactive Camera using C#

Marcus Cohee
2 min readJun 5, 2022


Hello all!

Today, I will go over how to switch cameras and use C# to zoom in and switch targets with the aim feature!

Enabling Cinemachine in C#

You must add the name space “using Cinemachine” at the top of the script or you will not be able to grab components for virtual cameras.

Switching Cameras

When using virtual cameras, you can choose what camera is active by giving them a priority value. The highest value will always be active, but you can always deactivate a camera to give them priority. You can achieve this in C# by grabbing the priority component and changing it there like this:

When you press 1, set camera 1 to the highest priority.


Like when I switched cameras above, you will have to grab the component “CinemachineVirtualCamera” in order to manipulate it’s values.

Make a CinemachineVirtualCamera variable for your camera. I named mine _cam.

  • Best practice: call GetComponent in Start since GetComponent can be costly.

Create another int variable named _FOV then set up this If statement in Update:

Since _cam already called GetComponent in Start, you can reach any of CinemachineVirtualCamera’s components here. Grab the FieldOfView component under Lens and assign it a value! Now when I hit Space, it will cycle between a field of view of 60, 40, and 20.

Switching Targets

Now we need to make some targets in the scene to target, assign them to an array, then make another if statement. Some of the work is already finished from the zoom.

Now whenever I hit the R key, I will cycle between the capsule and cube.

That was switching cameras, zoom, and switching targets using C#!

Next up, I will go over Body in virtual cameras.

Thank you for your time!



Marcus Cohee

I am starting Unity and learning the ropes as I go! Let’s take this journey together!